GM Dak - Shattered Star 2

Game Master Dakcenturi

Chapter 1: Shards of Sin
Part 4: A Legacy of Wrath

Pics | Maps | Loot & Notes

Starting Day: Fireday, 2nd of Arodus 4712 AR
Curent Day: Starday, 3rd of Arodus 4712 AR


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Goblin CN Rogue 3 | HP 27/27 | AC 17 (Trap 18) | T 15 | FF 13 | CMD 14 | Fort +3 | Ref +7 (Trap 8) | Will +2 | Init +4 | Perc +7 (Trap 8), Darkvision, Scent 1/day | Acro 12, Bluff 5, DisDev 13, Disg 3, EscArt 10, Local 8, SeMo 7, SofH 10, Slth 16 | dog, dog +6 (1d4+4/19), bow +7 (1d4), sneak 2d6, spark

After searching for any nasty boo boos, Gurk slips into the secret passage and goes ahead of the group again.

Perception (Traps): 1d20 + 8 ⇒ (18) + 8 = 26
Disable Device (if needed): 1d20 + 13 ⇒ (10) + 13 = 23
Stealth: 1d20 + 16 ⇒ (11) + 16 = 27


Female Aasimar (musetouched) Bard (Archivist) 3 | hp --13-- 21/21 NL [0] | AC 16, t 13, ff 13 | Fort +1, Ref +6, Will +3 (has specials) | Resist acid 5, cold 5, electricity 5 | BP 10/11 | Init +7 | Darkvision 60 ft., Perc +4 (+5 traps) | Speed 30 ft. | Bard Spells 1st 4/4 | Lore Master 0/1 |wand of CLW (39/50) | Conditions: none

Since she's not almost a mile behind Gurk like she usually is when the goblin's scouting, Lexi helps out with the trap-finding and disabling (if necessary), offering a taller vantage point to the processes. The squishy scholar does NOT follow the goblin through the doorway, however, returning to her normal position at the rear of the party. Before doing so, she chants a sing-songy spell and touches Gurk with a small piece of silk (maybe to wipe some of the filth off him).

Lexi casts resistance on Gurk before the goblin sneaks off (duration 1 minute).

"Though I cast this on a lark/Protect Gurk from what lurks in the dark!"

Amelexis Dusk Perception Check (finding traps; Aid Another--Gurk): 1d20 + 5 ⇒ (9) + 5 = 14 Success! +2 to Gurk's Perception check!

Amelexis Dusk Disable Device Check (Aid Another--Gurk): 1d20 + 10 ⇒ (14) + 10 = 24 Auto-Success! +2 to Gurk's Disable Device check!

EDITED to add the casting of resistance.

Liberty's Edge

Gnome Sorcerer 3 | HP 26/26 | AC 15; Tch 12; FF 13 | F +4; R +3; W +3 | CMB-2; CMD 9 | Speed 20 ft | Init +8 | Spiked Gauntlet: +0 (1d3-2) | Perc +9

Bixby watches Gurk slip into the small passage and prepares himself to follow.

"All manner of ills could befall us in this secret passage. I've found that secret passages have the most reasons to be concerned," he says.


M hp 28; AC 17/touch 12/flat-footed 15; Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects) Human slayer 3

Temmer grinds his teeth as he waits for the goblin -- and Copperpot -- to report back.


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Not finding any traps or threats Gurk slips inside the unworked tunnel and follows it until it ends in what is very clearly the unhidden side of another secret door. After checking it out he carefully slides it open. Ancient shelves hold only the dust of whatever foodstuffs were once stored here. In the alcoves to the south, iron hooks for hanging meats dangle from the ceiling. There is a closed door across the room in the east wall.

There are several piles of bones, likely human remains, littered about the room.


Goblin CN Rogue 3 | HP 27/27 | AC 17 (Trap 18) | T 15 | FF 13 | CMD 14 | Fort +3 | Ref +7 (Trap 8) | Will +2 | Init +4 | Perc +7 (Trap 8), Darkvision, Scent 1/day | Acro 12, Bluff 5, DisDev 13, Disg 3, EscArt 10, Local 8, SeMo 7, SofH 10, Slth 16 | dog, dog +6 (1d4+4/19), bow +7 (1d4), sneak 2d6, spark

Quite depressed at the empty treasure room, Gurk motions for the longshanks to come on before looking around the room thoroughly for any chance of left behind goodies.

Perception: 1d20 + 7 ⇒ (7) + 7 = 14


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

As soon as Gurk steps foot in the room, the bones begin to move and form into proper skeletons standing to lumber toward Gurk.

Initiative:

Adistan: 1d20 + 6 ⇒ (3) + 6 = 9
Amelexis: 1d20 + 7 ⇒ (5) + 7 = 12
Bixby: 1d20 + 8 ⇒ (11) + 8 = 19
Davor: 1d20 + 1 ⇒ (3) + 1 = 4
Gurk: 1d20 + 4 ⇒ (17) + 4 = 21
Verris: 1d20 + 4 ⇒ (19) + 4 = 23

Enemy: 1d20 + 6 ⇒ (19) + 6 = 25

Luckily only so many can get close to the goblin at one time.

Round 1
Enemy, >Verris/Gurk/Bixby/Lexi/Adistan/Davor


Female Aasimar (musetouched) Bard (Archivist) 3 | hp --13-- 21/21 NL [0] | AC 16, t 13, ff 13 | Fort +1, Ref +6, Will +3 (has specials) | Resist acid 5, cold 5, electricity 5 | BP 10/11 | Init +7 | Darkvision 60 ft., Perc +4 (+5 traps) | Speed 30 ft. | Bard Spells 1st 4/4 | Lore Master 0/1 |wand of CLW (39/50) | Conditions: none

Combat Notes: -5 Str, bardic performance (naturalist--skeletons) active; BP 10/11.

I'm working under the assumption that Adistan is still being chivalrous and carrying Lexi's backpack; that gets her down to a medium load in her current weakened condistion.

Scooting forward (rather slowly, truth be told), Lexi spies Gurk surrounded by animated skeletons! Her mind cycles through what she know of such undead creatures. Though Lexi knows (and can't help but spout) loads of minutia regarding such creatures, here are the two main takeaways: they're mindless undead and can be most effectively damaged by bludgeoning weapon attacks.

Amelexis Dusk Knowledge (religion) Check: 1d20 + 10 ⇒ (19) + 10 = 29

Bardic performance (naturalist--skeletons) activated.

Liberty's Edge

Gnome Sorcerer 3 | HP 26/26 | AC 15; Tch 12; FF 13 | F +4; R +3; W +3 | CMB-2; CMD 9 | Speed 20 ft | Init +8 | Spiked Gauntlet: +0 (1d3-2) | Perc +9

Bixby, who had been following behind Gurk, is close enough to see the danger.

"The walking dead! Of course! Fall back, Gurk!" he exclaims as he moves his illusion toward the door to block the way. DC 19 Will after interacted with.


Female Aasimar Paladin 3 | HP 25/25 | Smite 1/1 | LoH 4/4 | Sp Ability: Detect Evil | Speed 30 ft | AC 19 (18), T 14, FF 15 | F +7, R +8, W +6 | CMD 19 (15 FF) | Resist Cold/Acid/Elec: 5 | Init +4 | Perception +6, Darkvision | Acro +3, Bluff +3, Climb +3, Dip +11 (+13 vs Hostile/Unfriendly, retry if fail), Esc Art +3, Han An +8, Heal +4, Intim +3, SeMo +4, Spellcraft +4, Stealth +3, Sur +5

Somehow sensing that something is wrong, Verris moves up past the others. She spots the skeletons attacking Gurk and sends a shot towards the one directly in front of him (purple), hoping to give him some space to retreat.

Attack(Longbow): 1d20 + 8 ⇒ (2) + 8 = 10

Damage(Longbow): 1d8 + 2 ⇒ (4) + 2 = 6

The Exchange

Male CG Half-orc Warpriest 3 (Hanspur) - Init +1, Senses: Darkvision (60), Low-light Vision, Perception +9, AC 21/ touch 13/ ff 20; hp 21/21, F+6, R+4, W+7, Speed 20 ft. Skills: Climb 1, Diplomacy 6, Kn. Engineering 5, Kn. Religion 5, Linguistics 7, Perception 9, Profession (sailor) 8, Sense Motive 6, Spellcraft 5, Survival 7, Swim 1 (incl. ACP -6); Buffs: Antixoxin, Divine Favor

From now on, let's assume Davor is at the front of the party, if you guys don't mind. I'm building him as a tank. I'm ok with Gurk being up front when scouting, but please don't place Davor at the back if you all don't mind. For this fight, I've assumed Davor was in front of Bixby at the beginning, if that's ok?

Davor casts divine favor and walks towards the skeletons, drawing his hammer. Calling upon the powers of the River Rat, his hammer grows a thick coat of frost. Ice Strike, duration 1 min

AC 22

"Gurk! fall back behind me you fool!"


Goblin CN Rogue 3 | HP 27/27 | AC 17 (Trap 18) | T 15 | FF 13 | CMD 14 | Fort +3 | Ref +7 (Trap 8) | Will +2 | Init +4 | Perc +7 (Trap 8), Darkvision, Scent 1/day | Acro 12, Bluff 5, DisDev 13, Disg 3, EscArt 10, Local 8, SeMo 7, SofH 10, Slth 16 | dog, dog +6 (1d4+4/19), bow +7 (1d4), sneak 2d6, spark

Disappointed that even the enemies lacked any source of meat, Gurk quickly moves back behind the other longshanks.

Full Round Action: Withdraw


M hp 28; AC 17/touch 12/flat-footed 15; Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects) Human slayer 3

Temmer follows behind Riverside, ready with his quarterstaff as soon as he gets a chance. He eyes up the skeletons, trying to size them up for any weakness.

Move up; study target on blue.


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Verris looses an arrow from the back of the hall when the dead circle around Gurk, but ends up missing with the weird angles of the raw rock hallway. Gurk immediatly moves back away from the dead, making room for one of the others to block the hall instead. Bixby sends his illusion forward, hoping it will help to confuse the undead.

Lexi scoots up closer and starts telling the others all about skeletons, the best ways to fight them and how to defend themselves against them while Adistan gets ready for the incoming undead.

For marching order, I've been going off what you guys gave me before. Gurk scouting, Davor/Adistan 30ft behind and the others 30ft behind that. If that needs to change let me know. They may have been in front of you if they moved before you had a chance to check the map.

Davor prepares for the oncoming undead casting some spells on himself and his weapon.

The skeletons lash out at Bixby's illusion.

Will-P: 1d20 + 2 ⇒ (12) + 2 = 14
Will-B: 1d20 + 2 ⇒ (5) + 2 = 7
Will-R: 1d20 + 2 ⇒ (4) + 2 = 6

They strike at the illusion but don't seem to realize that it isn't real, blocking the path for any of the other undead to advance.

Round 2
Enemy, >Verris/Gurk/Bixby/Lexi/Adistan/Davor

Liberty's Edge

Gnome Sorcerer 3 | HP 26/26 | AC 15; Tch 12; FF 13 | F +4; R +3; W +3 | CMB-2; CMD 9 | Speed 20 ft | Init +8 | Spiked Gauntlet: +0 (1d3-2) | Perc +9

Trying to conserve his spells while the illusion seems to be working, Bixby sends snapdragon fireworks toward the front skeleton.

1d4 ⇒ 4

The Exchange

Male CG Half-orc Warpriest 3 (Hanspur) - Init +1, Senses: Darkvision (60), Low-light Vision, Perception +9, AC 21/ touch 13/ ff 20; hp 21/21, F+6, R+4, W+7, Speed 20 ft. Skills: Climb 1, Diplomacy 6, Kn. Engineering 5, Kn. Religion 5, Linguistics 7, Perception 9, Profession (sailor) 8, Sense Motive 6, Spellcraft 5, Survival 7, Swim 1 (incl. ACP -6); Buffs: Antixoxin, Divine Favor

Davor laughs and 'merges' with the illusion!

alchemical silver light hammer: 1d20 + 7 ⇒ (7) + 7 = 14 vs. Flat-footed due to surprise/illusion merge?
bludgeoning dmg: 1d4 + 5 ⇒ (1) + 5 = 6
cold dmg: 1d4 ⇒ 3

Bite: 1d20 + 2 ⇒ (18) + 2 = 20
b/p/s dmg: 1d4 + 3 ⇒ (2) + 3 = 5


M hp 28; AC 17/touch 12/flat-footed 15; Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects) Human slayer 3

[ spoiler=Status]
HP 28/28
AC 17, touch 12, flat-footed 15, CMD 18
Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects)
Tactician (5 rounds): 0/2
Studied Target (+1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks; weapon attack rolls and weapon damage rolls): blue
Effects: Naturalist
[/spoiler]

Temmer steps up and brings his staff down hard on the nearest skeleton.

I think I can move to where I put my avatar; otherwise I'm still behind Riverside and wasted some beautiful rolls.
Mwk quarterstaff (two-handed, Power Attack): 1d20 + 7 - 1 + 2 ⇒ (20) + 7 - 1 + 2 = 28
Damage: 1d6 + 4 + 2 + 1 ⇒ (2) + 4 + 2 + 1 = 9
Crit?: 1d20 + 7 - 1 + 2 ⇒ (19) + 7 - 1 + 2 = 27
Damage: 1d6 + 4 + 2 + 1 ⇒ (4) + 4 + 2 + 1 = 11


Female Aasimar Paladin 3 | HP 25/25 | Smite 1/1 | LoH 4/4 | Sp Ability: Detect Evil | Speed 30 ft | AC 19 (18), T 14, FF 15 | F +7, R +8, W +6 | CMD 19 (15 FF) | Resist Cold/Acid/Elec: 5 | Init +4 | Perception +6, Darkvision | Acro +3, Bluff +3, Climb +3, Dip +11 (+13 vs Hostile/Unfriendly, retry if fail), Esc Art +3, Han An +8, Heal +4, Intim +3, SeMo +4, Spellcraft +4, Stealth +3, Sur +5

Verris moves up closer to the group of skeletons so she can get a better aim.

Attack(Longbow): 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13

Damage(Longbow): 1d8 + 3 ⇒ (7) + 3 = 10

Unfortunately, moving closer shows her the large number of skeletons they are facing and her aim isn't as good as usual due to her surprise.


Goblin CN Rogue 3 | HP 27/27 | AC 17 (Trap 18) | T 15 | FF 13 | CMD 14 | Fort +3 | Ref +7 (Trap 8) | Will +2 | Init +4 | Perc +7 (Trap 8), Darkvision, Scent 1/day | Acro 12, Bluff 5, DisDev 13, Disg 3, EscArt 10, Local 8, SeMo 7, SofH 10, Slth 16 | dog, dog +6 (1d4+4/19), bow +7 (1d4), sneak 2d6, spark

Without much interest and path blocked, Gurk moves out of the way of the burning tricks from the Fakeshank and moves against the wall.

Moving out of way.


Female Aasimar (musetouched) Bard (Archivist) 3 | hp --13-- 21/21 NL [0] | AC 16, t 13, ff 13 | Fort +1, Ref +6, Will +3 (has specials) | Resist acid 5, cold 5, electricity 5 | BP 10/11 | Init +7 | Darkvision 60 ft., Perc +4 (+5 traps) | Speed 30 ft. | Bard Spells 1st 4/4 | Lore Master 0/1 |wand of CLW (39/50) | Conditions: none

Combat Notes: 21/21 hp, -5 Str, BP (naturalist--skeletons) active; BP 9/11.

Sorry, didn't realize we were waiting on me!

Lexi scoots closer to the battle, still shouting encouragement and tactical plans. "They're mindless, so they tend to attack in a consistent pattern, like Right Claw/Left Claw!" Watching breathlessly, the girl adds, "Yell if you need healing!"


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Verris takes another shot, her aim is better now a bit less obstructed, however the arrow just passes through the ribcage of the skeleton she was aiming at, not doing any damage. Gurk waits near the back, not interested in fighting a bunch of meatless skeletons. Bixby blasts the lead skeleton with one of his magical fireworks. It hits right in the things skull, blowing it off its shoulders as the rest of the bones collapse to the ground.

Lexi continues reminding the others about the skeletons hoping to keep them safe and make them more efficient. Adistan waits a moment as Davor slides forward into the same place as the illusion. He smashes on with his hammer and then turns to bite the next one right in the neck, snapping its spine as both piles of bones collapse to the ground.

Adistan, you couldn't move there, but there is an opening in front of Davor if you want to move up and use your attack. Let me know before I advance us since it will change the positioning and what the skeletons do.


Female Aasimar (musetouched) Bard (Archivist) 3 | hp --13-- 21/21 NL [0] | AC 16, t 13, ff 13 | Fort +1, Ref +6, Will +3 (has specials) | Resist acid 5, cold 5, electricity 5 | BP 10/11 | Init +7 | Darkvision 60 ft., Perc +4 (+5 traps) | Speed 30 ft. | Bard Spells 1st 4/4 | Lore Master 0/1 |wand of CLW (39/50) | Conditions: none

Combat Notes: 21/21 hps; Str -5; active bardic performance (naturalist--skeletons); BP 8/11,

"I don't think I'll ever get used to that," Lexi whispers over her shoulder to Bixby as Davor shakes the unlife out of a skeleton with his bared teeth. The aasimar then stows her crossbow and pulls out the party's healing wand in case the frontliners need some fixing up.

Maintaining BP (naturalist--skeletons).


M hp 28; AC 17/touch 12/flat-footed 15; Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects) Human slayer 3

Sure, I'll do that; Temmer's happy to throw himself into danger.

Liberty's Edge

Gnome Sorcerer 3 | HP 26/26 | AC 15; Tch 12; FF 13 | F +4; R +3; W +3 | CMB-2; CMD 9 | Speed 20 ft | Init +8 | Spiked Gauntlet: +0 (1d3-2) | Perc +9

Bixby nods emphatically at Lexi. "Whatever killed these things a thousand years ago could kill him now! Not to mention, this can't be good for his teeth--he's going to snap one in two!"

He unleashes his wand on the lead skeleton.

snapdragon fireworks: 1d4 ⇒ 2


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Adistan moves in, with the space Davor created and bashes another one of the skeletons with his staff, breaking it to pieces as it crumbles to the ground.

The skeletons circle in around Adistan to attack. You would get an AoO on Red1

Attacks:
Attack: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Attack: 1d20 + 2 ⇒ (17) + 2 = 19
Damage: 1d4 + 2 ⇒ (2) + 2 = 4

Attack: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Attack: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

Attack: 1d20 + 2 ⇒ (10) + 2 = 12
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Attack: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d4 + 2 ⇒ (2) + 2 = 4

Attack: 1d20 + 2 ⇒ (4) + 2 = 6
Damage: 1d4 + 2 ⇒ (1) + 2 = 3

Attack: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d4 + 2 ⇒ (1) + 2 = 3

The overwhelming number of bony claws reaching out to scratch at Adistan and he just can't defend himself from them all as several of the skeletons tear at his flesh.

-10 HP in all. If you kill red with the AoO it will be -7 instead.

Round 3
Enemy, >Verris/Gurk/Bixby/Lexi/Adistan/Davor

The Exchange

Male CG Half-orc Warpriest 3 (Hanspur) - Init +1, Senses: Darkvision (60), Low-light Vision, Perception +9, AC 21/ touch 13/ ff 20; hp 21/21, F+6, R+4, W+7, Speed 20 ft. Skills: Climb 1, Diplomacy 6, Kn. Engineering 5, Kn. Religion 5, Linguistics 7, Perception 9, Profession (sailor) 8, Sense Motive 6, Spellcraft 5, Survival 7, Swim 1 (incl. ACP -6); Buffs: Antixoxin, Divine Favor

"That was dumb Temmer, even for you. Get your arse back behind me!"

Was that a GM trap? "Hey, there's an opening over there... wanna go there and make that attack of yours hmmm?" I think we've just witnessed our GM alignment shift south a little... LOL!


Female Aasimar (musetouched) Bard (Archivist) 3 | hp --13-- 21/21 NL [0] | AC 16, t 13, ff 13 | Fort +1, Ref +6, Will +3 (has specials) | Resist acid 5, cold 5, electricity 5 | BP 10/11 | Init +7 | Darkvision 60 ft., Perc +4 (+5 traps) | Speed 30 ft. | Bard Spells 1st 4/4 | Lore Master 0/1 |wand of CLW (39/50) | Conditions: none

Lexi gasps as the skeletons lay into Adistan. Seeing all the blood, the bard scoots forward and casts a cure light wounds spell on the Andoran sailor, figuring he can use any extra boost that the spell should (theoretically) give over the wand.

Amelexis Dusk cure light wounds (Adistan): 1d8 + 3 ⇒ (6) + 3 = 9


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Hehe no trap, just an option. :D However, forgot Lexi's +1 AC so it is actually -10 not -20


Female Aasimar Paladin 3 | HP 25/25 | Smite 1/1 | LoH 4/4 | Sp Ability: Detect Evil | Speed 30 ft | AC 19 (18), T 14, FF 15 | F +7, R +8, W +6 | CMD 19 (15 FF) | Resist Cold/Acid/Elec: 5 | Init +4 | Perception +6, Darkvision | Acro +3, Bluff +3, Climb +3, Dip +11 (+13 vs Hostile/Unfriendly, retry if fail), Esc Art +3, Han An +8, Heal +4, Intim +3, SeMo +4, Spellcraft +4, Stealth +3, Sur +5

While her attacks don't seem to be that effective, she has little else she can do to help, so Verris continues firing at the skeletons.

Attack(Longbow): 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27

Damage(Longbow): 1d8 + 3 ⇒ (6) + 3 = 9


M hp 28; AC 17/touch 12/flat-footed 15; Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects) Human slayer 3

Mwk quarterstaff AoO (two-handed, Power Attack): 1d20 + 7 - 1 ⇒ (18) + 7 - 1 = 24
Damage: 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8 Assuming that's enough to destroy one, so -7 hp

I mean, I realized I was setting myself up for that, but Temmer's not one to hide in the back. And it would have been a pretty dull one-on-one fight otherwise.

Status:

HP 21/28
AC 17, touch 12, flat-footed 15, CMD 18
Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects)
Tactician (5 rounds): 0/2
Studied Target (+1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks; weapon attack rolls and weapon damage rolls): pink
Effects: Naturalist

"I can hardly cower behind you, Riverside!" Temmer shoots back as he continues to lay about him with his quarterstaff.

Assuming I killed red with the AoO, I'll 5-foot step to that spot, then move location to study pink, and attack.
Mwk quarterstaff (two-handed, Power Attack): 1d20 + 7 - 1 + 2 ⇒ (10) + 7 - 1 + 2 = 18
Damage: 1d6 + 4 + 2 + 1 ⇒ (6) + 4 + 2 + 1 = 13


Female Aasimar (musetouched) Bard (Archivist) 3 | hp --13-- 21/21 NL [0] | AC 16, t 13, ff 13 | Fort +1, Ref +6, Will +3 (has specials) | Resist acid 5, cold 5, electricity 5 | BP 10/11 | Init +7 | Darkvision 60 ft., Perc +4 (+5 traps) | Speed 30 ft. | Bard Spells 1st 4/4 | Lore Master 0/1 |wand of CLW (39/50) | Conditions: none

Lexi's strategy for the rest of the fight:
1) Stay back and heal the fighters if they take serious (8+ hp) wounds;
2) Stop naturalist bardic performance (but it lingers for 2 more rounds);
3) Use another round of naturalist once Lingering Performance runs out if there are still multiple skeletons standing at that point.

@Adistan: Lexi healed you once for 9 hp, so I think he's back at full hps for the moment.


M hp 28; AC 17/touch 12/flat-footed 15; Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects) Human slayer 3

Yeah, I was just waiting on the GM to resolve, because I wanted to make sure he was with you being able to reach me since it's a touch spell.


Goblin CN Rogue 3 | HP 27/27 | AC 17 (Trap 18) | T 15 | FF 13 | CMD 14 | Fort +3 | Ref +7 (Trap 8) | Will +2 | Init +4 | Perc +7 (Trap 8), Darkvision, Scent 1/day | Acro 12, Bluff 5, DisDev 13, Disg 3, EscArt 10, Local 8, SeMo 7, SofH 10, Slth 16 | dog, dog +6 (1d4+4/19), bow +7 (1d4), sneak 2d6, spark

Gurk continues to wait behind the group as the passage becomes more and more crowded.

Liberty's Edge

Gnome Sorcerer 3 | HP 26/26 | AC 15; Tch 12; FF 13 | F +4; R +3; W +3 | CMB-2; CMD 9 | Speed 20 ft | Init +8 | Spiked Gauntlet: +0 (1d3-2) | Perc +9

With little else he can do, Bixby continues directing snapping fire at the cadre of skeletons.

"I can do but little against these!" he says, hoping his illusion distracts them, as well.

snapdragon: 1d4 ⇒ 1 If any are injured but not dead, direct this toward that one.


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Yes, the AoO will kill red so you can move into its spot.

The Exchange

Male CG Half-orc Warpriest 3 (Hanspur) - Init +1, Senses: Darkvision (60), Low-light Vision, Perception +9, AC 21/ touch 13/ ff 20; hp 21/21, F+6, R+4, W+7, Speed 20 ft. Skills: Climb 1, Diplomacy 6, Kn. Engineering 5, Kn. Religion 5, Linguistics 7, Perception 9, Profession (sailor) 8, Sense Motive 6, Spellcraft 5, Survival 7, Swim 1 (incl. ACP -6); Buffs: Antixoxin, Divine Favor

Davor keeps attacking!

alchemical silver light hammer: 1d20 + 7 ⇒ (10) + 7 = 17
bludgeoning dmg: 1d4 + 5 ⇒ (2) + 5 = 7
cold dmg: 1d4 ⇒ 4

Bite: 1d20 + 2 ⇒ (7) + 2 = 9
b/p/s dmg: 1d4 + 3 ⇒ (2) + 3 = 5

vs. orange then 5-ft steps over its remains


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

The group makes quick work of the skeletons after their brutal attacks on Adistan, though one would barely notice the difference with all his wounds healed. Only one skeleton remains and it mindlessly attacks the same target it had before.

Attack: 1d20 + 2 ⇒ (10) + 2 = 12
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Attack: 1d20 + 2 ⇒ (7) + 2 = 9
Damage: 1d4 + 2 ⇒ (1) + 2 = 3

It misses both times and inevitably is destroyed when the full force of the party focuses on putting it down.

Out of combat


Female Aasimar (musetouched) Bard (Archivist) 3 | hp --13-- 21/21 NL [0] | AC 16, t 13, ff 13 | Fort +1, Ref +6, Will +3 (has specials) | Resist acid 5, cold 5, electricity 5 | BP 10/11 | Init +7 | Darkvision 60 ft., Perc +4 (+5 traps) | Speed 30 ft. | Bard Spells 1st 4/4 | Lore Master 0/1 |wand of CLW (39/50) | Conditions: none

"Great jobs!" a beaming Lexi tells Adistan and Davor. "No need to report that little instance of bickering to Lady Heidmarch," she adds, mostly to Bixby. "All's well that ends well, right?" The strange aasimar then gives Verris a big smile that seems to convey 'Thank you for being so dependable and so normal!' before she finally checks on Gurk to make sure he's not eating anything gross. Then she starts exploring the skeletons' chamber.

Normal scan with Perception and then a second scan after casting detect magic.

Amelexis Dusk Perception Check: 1d20 + 4 ⇒ (4) + 4 = 8


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

There is nothing of any real value in this room now. As far as you can tell, ages ago, this likely served as part of a kitchen to prepare and distribute meals for the rest of the complex. The cook who worked here either left all their assistance to die or had been using undead as help in the first place.


Female Aasimar Paladin 3 | HP 25/25 | Smite 1/1 | LoH 4/4 | Sp Ability: Detect Evil | Speed 30 ft | AC 19 (18), T 14, FF 15 | F +7, R +8, W +6 | CMD 19 (15 FF) | Resist Cold/Acid/Elec: 5 | Init +4 | Perception +6, Darkvision | Acro +3, Bluff +3, Climb +3, Dip +11 (+13 vs Hostile/Unfriendly, retry if fail), Esc Art +3, Han An +8, Heal +4, Intim +3, SeMo +4, Spellcraft +4, Stealth +3, Sur +5

Verris smiles and shakes her head bemusedly at Lexi, as her fellow Aasimar gets back to being her usual self after the battle.

She also checks around the room to make sure there is nothing potentially dangerous or useful that has been missed.

Perception: 1d20 + 6 ⇒ (17) + 6 = 23

The Exchange

Male CG Half-orc Warpriest 3 (Hanspur) - Init +1, Senses: Darkvision (60), Low-light Vision, Perception +9, AC 21/ touch 13/ ff 20; hp 21/21, F+6, R+4, W+7, Speed 20 ft. Skills: Climb 1, Diplomacy 6, Kn. Engineering 5, Kn. Religion 5, Linguistics 7, Perception 9, Profession (sailor) 8, Sense Motive 6, Spellcraft 5, Survival 7, Swim 1 (incl. ACP -6); Buffs: Antixoxin, Divine Favor

Davor checks the door to the east.


M hp 28; AC 17/touch 12/flat-footed 15; Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects) Human slayer 3

Temmer, his wounds healed, looks unhappy as he waits for a report on the door to the east. He could hardly just hide behind Riverside, but he's also aware he put himself -- and thus his companions -- at risk with his aggressiveness.

Liberty's Edge

Gnome Sorcerer 3 | HP 26/26 | AC 15; Tch 12; FF 13 | F +4; R +3; W +3 | CMB-2; CMD 9 | Speed 20 ft | Init +8 | Spiked Gauntlet: +0 (1d3-2) | Perc +9

Bixby has a look around the room, but with little of interest, moves his illusion toward the door to the east to support Davor.

Responding to Lexi, he says "No need to report?! Isn't that what we've been hired to do? Report back on what we find here? I assure you, my report will be voluminous! Last night before bed, I was working on footnotes for the first six pages of Chapter Three."


Goblin CN Rogue 3 | HP 27/27 | AC 17 (Trap 18) | T 15 | FF 13 | CMD 14 | Fort +3 | Ref +7 (Trap 8) | Will +2 | Init +4 | Perc +7 (Trap 8), Darkvision, Scent 1/day | Acro 12, Bluff 5, DisDev 13, Disg 3, EscArt 10, Local 8, SeMo 7, SofH 10, Slth 16 | dog, dog +6 (1d4+4/19), bow +7 (1d4), sneak 2d6, spark

Gurk grimaces at the longshanks speak. "Longshanks not be smart. Write steal words from head. Make one lose all words. Why you no know what Crabshank is."


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Davor checks the door to the east, not finding anything of particular concern he pops it open. There is a wide hallway that least to the east. On the north and south of the hall are two small but empty rooms, the doors long rotted away. Further to the east, the chamber opens out in a wide half circle. Giant brick ovens have been built into the curved wall, and fire pits outfitted with multiple spits for roasting are set nearby. It's obvious this was the kitchen proper at one point in time.

GM:

1d4 + 1 ⇒ (3) + 1 = 4

Perception DC20:
You notice a strange rustling coming from the southernmost brick oven.


Female Aasimar Paladin 3 | HP 25/25 | Smite 1/1 | LoH 4/4 | Sp Ability: Detect Evil | Speed 30 ft | AC 19 (18), T 14, FF 15 | F +7, R +8, W +6 | CMD 19 (15 FF) | Resist Cold/Acid/Elec: 5 | Init +4 | Perception +6, Darkvision | Acro +3, Bluff +3, Climb +3, Dip +11 (+13 vs Hostile/Unfriendly, retry if fail), Esc Art +3, Han An +8, Heal +4, Intim +3, SeMo +4, Spellcraft +4, Stealth +3, Sur +5

Verris moves with the others going into the new room. She looks around the room as she enters, then cocks her head to the side catching sounds coming from somewhere in the room. She holds up a hand silently to the others, then points to the southernmost brick oven and then her ear, miming hearing something.

Perception: 1d20 + 6 ⇒ (18) + 6 = 24


Female Aasimar (musetouched) Bard (Archivist) 3 | hp --13-- 21/21 NL [0] | AC 16, t 13, ff 13 | Fort +1, Ref +6, Will +3 (has specials) | Resist acid 5, cold 5, electricity 5 | BP 10/11 | Init +7 | Darkvision 60 ft., Perc +4 (+5 traps) | Speed 30 ft. | Bard Spells 1st 4/4 | Lore Master 0/1 |wand of CLW (39/50) | Conditions: none

Lexi stops when Verris signals, though she hears nothing herself. She adjusts the direction her loaded crossbow is pointing toward the southernmost oven.

Amelexis Dusk Perception Check: 1d20 + 4 ⇒ (12) + 4 = 16


Goblin CN Rogue 3 | HP 27/27 | AC 17 (Trap 18) | T 15 | FF 13 | CMD 14 | Fort +3 | Ref +7 (Trap 8) | Will +2 | Init +4 | Perc +7 (Trap 8), Darkvision, Scent 1/day | Acro 12, Bluff 5, DisDev 13, Disg 3, EscArt 10, Local 8, SeMo 7, SofH 10, Slth 16 | dog, dog +6 (1d4+4/19), bow +7 (1d4), sneak 2d6, spark

Perception: 1d20 + 7 ⇒ (16) + 7 = 23

Seeing a second chance for treasure, Gurk is excited upon entering and immediately moves toward the last oven when the longshank points it out for the noise. First one gets the food, Gurk thinks, forgetting to be his usual quiet self.

Stealth: 1d20 + 14 ⇒ (1) + 14 = 15
Perception: 1d20 + 7 ⇒ (7) + 7 = 14

Liberty's Edge

Gnome Sorcerer 3 | HP 26/26 | AC 15; Tch 12; FF 13 | F +4; R +3; W +3 | CMB-2; CMD 9 | Speed 20 ft | Init +8 | Spiked Gauntlet: +0 (1d3-2) | Perc +9

Bixby hears it, too. Looking on with concern, he moves his illusion forward to support Gurk.

perception: 1d20 + 9 ⇒ (15) + 9 = 24


M hp 28; AC 17/touch 12/flat-footed 15; Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects) Human slayer 3

Perception: 1d20 + 6 ⇒ (3) + 6 = 9

Temmer frowns, as he hears nothing, but puts his faith in his companions. He brings his staff to bear, in case there's something else they need to fight.

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